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Gold is a minor part of this game. Wasting perks for gold seems pointless to me. Exploding gold has also a side effect of randomly destroying potions and other valuables. I usually only pick Greed when I'm breaking reroll machine.
"Any blood perks that isn't gas blood". Why would you want to miss out projectile immunity? Oil blood is poor mans fire immunity and slime blood gives you a stacking 25% projectile resistance. Just get 4 of those and only after then pick Gas blood. Stain problem solved.
I usually pick 3-4 Repelling capes just to have stains instantly removed (instead of few ticks). Two is sure enough and only reason to be stained during long runs is corrupted orbs. One can still spray ambrosia on itself and pick orbs while standing still.
Few perks you didn't mention but will also mess well with runs: Bouncy spells and Boomerang spells. These have a negative effect on digging (mainly black holes but why would one use anything else for digging) and teleporting. Really good perks for standard runs when combined with famous Luminous drill. Revenge bullets and Tentacles also makes some task more complicated.
What comes to wiki not mentioning dangers of Fungal shift. I would say it's somewhat obviously that you can't Nullify without all required materials. Then again I learned some time ago why wiki insist you to create suns at moons. I have lost quite a few suns by creating them a top of pyramid with intention to move fully matured sun later to moon with kuulokivi/moon (item). Apparently after feeding 100 mobs for starchild it'll be affected by moon gravity and stays there nicely. Also obviously but also not explained in wiki.
Gold Perks:
Gold past spell shops and reroll mechine is used for gold to power, getting infinite gold means one can use gold to power pretty much forever and have a massive increase to their damage output for only 1 spell capacity cost, if one plays with gold to power then Gold is very much not a minor thing and obtaining infinite gold is an absolute must.
However with that said, in a starting world pre-parallel world travel, gold perks should be skipped in favor of getting perks that will help with traveling to parallel worlds or at the very least survive-ability to help increase the likelihood of a run surviving long enough to get to parallel worlds, obtainment of healing wand, and set up of a proper long run.
Blood Perks:
True, forgot to mention that as long as one has more stacks of gas blood than the other bloods, one could get slime blood and/or oil blood for their benefits as long as what they're actively bleeding when damaged is gas so that there are no moments of vulnerability due to stainless armor being down from a stain caused by one's own blood.
Repelling Cap:
True too, the instant removal of stains with 3-4 stack of could save a run if one was unsuccessful in acquiring immunity to/removing all the maxhp% scaling damage stains.
Other perks:
Karee finds bouncy spells to be more annoying than good for luminous drill, something about how it fires and has issues digging through floors and kind of just sits there causing lag after each bolt hits a wall, but that's her opinion, Agreed with Boomerang spell though, absolutely terribad for blackhole digging, if one wants boomerang, better off getting the projectile modifier version instead, she also finds the Revenge Bullets and Tentacle Perks to be quite annoying, even more so when every time one passes through cursed rock damage fields it has a habit of yeeting tentacles from oneself and being a nuisance in the SFX/VFX area after many hours of a very long run, can also occasionally contribute to performance issues that might pop up too.
Wiki:
Over the years of using Wikis for various games, it's not uncommon for there to be basic vital pieces of information to be missing which requires one to either google search and hope the answer is somewhere online or to try figuring it out oneself, both of which are an annoying waste of time that could be saved if the wiki simply listed said basic pieces of information, if one has to ask the question "does fungal shifting away a material remove my ability to use the nullifying alter or would it still work if i used the transformed materials which was one of the required materials?" and no answer exists on said wiki, then that wiki isn't good enough, and what may seem obvious on paper is not obvious in Noita, it's pretty much the reason why people are always asking questions about very specific mechanics and circumstances.
Speaking of Noita Wikis however, the wiki with the .gg in the url actually did have the answer to that question and a warning to not accidentally fungal shift away any of the required materials in it's Trivia section, so props to that wiki for being easily better than the Fandom Wiki.
Why is everything a spoiler?
Good question.
Mostly an extreme exaggerated ♥♥♥♥ post about how every little thing in Noita for a time was considered a spoiler for absolutely no reason, it's always fun to make fun of a brain-dead past by spoilering everything, including this.
Tutorial: How to press space on your keyboard to jump and hover
You can tinker your wands in holy mountain.
Breakdown of basic movement mechanics of Noita including WASD Tutorial
Yet still I want to point out for any other one reading this. There is just one gas blood, not a stack. Seekers of wisdom, pick it only after you are sure no other blood perks are needed afterwards.
And yes, gold to power is powerful indeed. But there are even better ways to to overcome any given obstacle.